Smuggler Archive
Thread: Study: Armor/Weapon Slicing Stealth Changes? Detailed, includes proofs
Message Edited by ErwinRommel on 06-19-2004 09:10 PM
ErwinRommel wrote:
Armor slicing was capped at 90% in order to limit armor effectiveness slice %.
ErwinRommel wrote:
Using as far as I knew, average AUKs, exceptional knives and clamps (98%+ experimented power when crafting them) and no nearby crafting stationof any sort
Tool quality doesn't matter.
ErwinRommel wrote:
Bought 18 peices of armor
You're using a FAR too small sample group. In order to even remotely test anything effectively you need at least 100 (which is even still too low to be accurate). I got 10 damage slices on weapons once.... IN A ROW, so you need a far larger sample than 18 to prove anything.
ErwinRommel wrote:
"Proofs"-
-90% cap
-In the recent answer to to the latest 19 questions (In Live forum, 6-10-04),Thunderheart (dev) said these pertinant quotes:
"Over time, as various combat variables have increased in scale such as armor resistances, weapon efficiencies, equipment slices, buffs have also been pushed beyond balanced limits by exceptionally smart players. As this information works its way through the community, it tilts all the numbers to an extreme imbalance."
"With the commodities revamp that is currently underway..."
"SWG’s weapons were always supposed to have a variety of useful and efficient weapons available, but here again, with all the tweaks and changes over the last 8+ months have caused a series of imbalances."
-Small scale tests and observations in theprevious examples.
90% (again) was not a change directly aimed at slicing. TH's comment doesn't say "the following game elements cause imbalance in and of themselves." The point he was making is that when you COMBINE all of those elements it creates imbalance; he was not singling anything out.
So what if the commodities market is getting revamped? What does that have to do with anything? Commodities doesn't refer to slicing or even slicing equipment; it refers to the bazaar, vendors, merchants, etc. Whatever point you're trying to make with that quote you need to clarify.
The "tweaks and changes" refers to hotfixes and patches, such as the radical changes the T21 went through for a while. When they change just one weapon, one item, one type of armor, or one type of weapon the change might not take into full account all the other weapons and armor in the game. This causes an imbalanced item to become imbalanced in a new way. Other tweaks to other items can compound upon that problem. They were not even remotely refering to slicing with that quote.
Small scale tests prove absolutely nothing.
ErwinRommel wrote:
I am amaster smuggler on the Scylla server using very high % (98-99%) knives and clamps (though as far as I know average WUKs/AUKs) in the same house as a +42.283% weapon crafting station though not in the same direct room as it.
I recently had 20 loot enhanced launcher pistols made for myself and sliced them in the above conditions. Out of the 20, only 5 were speed sliced, the rest were damage, which of course could be attributed to luck but regardless, still seemed like a very high % sliced for damage. Not only that, but the slices themselves were for the majority above average, many even above 30%.
Again, tool quality means nothing, and (again again) your tests are FAR too small in scale. I know you want them to be small in scale, but (again) small scale tests mean nothing. My statistics teacher would've put my head through the chalkboard if I told him a sample size of 20 was enough to draw a conclusion. ![]()
ErwinRommel wrote:
The Reasoning:
My Conclusions as far as my theory is concerned: As higher % defense armors entered into the hands of he players and were becoming more commonplace to the average player rather than just the super rich or people with the right connections, a indirect way to counterbalance this is by giving the players stronger weapons in order to beat that imbalance. It is important to note that all of the above tests could be caused by luck, but I doubt it and it is somewhat improbable.
COULD be caused by luck? Improbable? Dude, it's HIGHLY probable that your test results were caused by luck (or random chance depending on which term you prefer). There's another thread on this forum with somebody's data compiled from 4.5 months of slicing with almost 2000 slices for both weapons and armor. THAT is a test that has meaning. THAT is a sample size from which you can draw conclusions. 18 pieces of armor, and 20 weapons means nothing. I apologize because I'm probably being really mean in how I word this, and it isn't my intention to flame or be mean. I'm just trying to drive home the point that your data has no statistical significance.
Overall, I think you're being a bit paranoid, and I think you're reading into the Dev quotes far more than you are supposed to. In fact, you should very rarely try and find hidden meaning behind Dev quotes, because there very rarely is any. I'm not saying it's impossible for the Devs to have changed something, but I think your "proof" holds less water than box with no bottom ![]()
ErwinRommel wrote:1) I many times pointed out that this could be explained by luck, SO, I don't understand where this person gets off being so condenscending and arrogant and ranting on about my sample sizes. I never once professed to be running a thoughough testing here, I mean give me a break ffs. When did I ever say, "this 30+ armor slice test is conclusive evidence". Get off your high horse buddy.2) The reason I included the bit about the item quality was to provide as much of a control as a possibly could, and it does seem with higher quality stuff I get a higher range of slices but it is still random to a large extent.
1. Yes, you did say it could be luck, but you said it was "improbable" that it was pure luck, which is just not true since it is highly probably that your results were based on luck. I also acknowledged that you said these were small tests, but the major point I was making is that small tests have no meaning for the type of conclusions you're trying to draw. I was not being condescending; I was being honest with my opinion, sorry if you took offense to it.
2. Again, tool quality doesn't matter, and we've even got the Developer Green Marine to admit to us that it's true. I can understand your wanting everything to be tested in a controlled environment.
I'm not trying to discourage you from posting, and I wasn't even trying to flame you. I was posting my opinion, and, while perhaps I came off harsher than intended, that is exactly what you asked for: opinions. Apologies again if you took offense to the wording of my post, but I feel that you lack any concrete proof to back up the concept in your head. It's entirely possible that the Devs have changed slicing behind the scenes, but there's just no real proof to back that theory. At least, none that I can see and agree with.
27 slices total
19 Effectiveness Slices
8 Encumberence
Just blind luck